This young halfling is colorfully dressed in Varisian fashion, and regards the world with amiable cheer from behind a pair of bright blue eyes. Unruly blond hair tops off a figure clad in a red vest, a white big-sleeved shirt, blue breeches, and a purple scarf with intricate golden thread embroidery. On his left hand he bears a tattoo in blue ink of a stylized road winding between the stars.
Can he interest you in a pamphlet on Sinashakti?
PAMPHLET:
*~*~*~*
Sinashakti and You:
Finding Joy in
Your Personal Journey
*~*~*~*
by Skipper Daytripper,
Pathfinder Field Agent
Who is Sinashakti?
Sinashakti is an Empyreal Lord who would like to bless YOU on your journey through life! Also known as the Immaculate Joy and the Walker of Worlds, Sinashakti is a great god for Pathfinders, as he is the patron god of wanderers, journeys, learning about other cultures, and safe travels!
Is Sinashakti a good god?
Sinashakti is from Elysium, and is counted among the noble and benevolent deities! He emphasizes personal freedoms and choices, while also spreading light, kindness, mercy, and the joy of discovery throughout the planes. He has a soft spot for separated lovers, and keeps messengers safe!
I've never heard of this god.
Incorrect! Because you are reading this pamphlet, you have now heard of him several times!
Does Sinashakti have any organized centers of worship?
Not really! But his worshipers tend to congregate in Magnimar. He is often followed by bards, merchants, and Varisians caravaneers. The truly devout forswear any permanent residence, seeing the road itself as the proper chapel to Sinashakti.
What is the proper way to greet a worshiper of Sinshakti?
"May the light carry you far today!"
Did you know that the horse is Sinashakti's favorite animal?
Well, it is!
What is Sinashakti's holy symbol?
An emerald trumpet, and the open road-- just like the Pathfinders use the glyph of the open road!
Does accepting the blessing of Sinashakti obligate me to do anything?
Nope! Just enjoy your travels for the day! And try not to be a jerk!
Does it GIVE me anything?
The blessings of the Lord of Travel can be revealed in several ways, depending on circumstances!
When the road becomes difficult and your feet push through mud, brambles, or debris, the faithful of Sinashakti may be able to lighten your pace to be untroubled by such obstacles!
When you are grabbed by a terrible foe that would prevent you from pursuing your journey, the faithful of Sinashakti may be able to help you escape its clutches!
When your journey is compromised in the worst fashion by those who would seize control of your will, the faithful of Sinashakti are there to help you regain your freedom!
It is suggested you remain within thirty feet of a faithful worshiper of Sinashakti to benefit from these and other blessings granted by the Empyreal Lord.
Is speaking with a lot of exclamation points a requirement of worship of Sinashakti?
Haha, no! That's just part of being a halfling.
I would like to convert to the worship of Sinashakti, the Empyreal Lord. What do I do next?
Talk to Skipper Daytripper, your friendly local worshiper of Sinashakti! He will be happy to perform a ritual welcoming you to the faith and to the never-ending journey of discovery that is existence when you have a song in your heart!
PFS# 30341-6
Skipper
Male halfling cleric (varisian pilgrim) of Sinashakti 11
CG Small humanoid (halfling)
Init +3; Senses Perception +20
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Defense
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AC 20, touch 15, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 size; +2 deflection vs. evil)
hp 80 (11d8+22)
Fort +12, Ref +10, Will +18; +2 vs. fear; +2 resistance vs. evil
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Offense
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Speed 30 ft.
Melee dagger +8/+3 (1d3-1/19-20)
Ranged darkwood shortbow +13/+8 (1d4-1/×3)
Special Attacks caravan bond, channel positive energy 5/day (DC 17, 6d6)
Domain Spell-Like Abilities (CL 11th; concentration +18)
. . At will—dimensional hop (110 feet/day)
Cleric (Varisian Pilgrim) Spells Prepared (CL 11th; concentration +18)
. . 6th—chains of light (DC 23), heal, planar ally (azatas only)[D]
. . 5th—communal air walk, major curse (DC 22), teleport[D], true seeing
. . 4th—crusader's edge (DC 21), dimension door[D], freedom of movement, freedom of movement, holy smite (DC 21)
. . 3rd—daylight, dispel magic, fly[D], invisibility purge, prayer, protection from energy, communal resist energy
. . 2nd—align weapon (good only)[D], burst of radiance (DC 19), grace, hold person (DC 19), communal protection from evil, resist energy, silence (DC 19)
. . 1st—air bubble, ant haul (DC 18), liberating command, longstrider[D], remove fear, shield of faith, unbreakable heart
. . 0 (at will)—create water, detect magic, detect poison, read magic
. . D Domain spell; Domains Good (Azata subdomain), Travel
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Statistics
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Str 8, Dex 16, Con 12, Int 12, Wis 24, Cha 14
Base Atk +8; CMB +6; CMD 20
Feats Combat Casting, Lucky Halfling, Piercing Spell, Selective Channeling, Spell Penetration, Toughness
Traits empyreal focus, well-informed
Skills Acrobatics +8, Climb +1, Craft (shoes) +7, Diplomacy +11 (+12 to gather information), Heal +11, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nobility) +5, Knowledge (planes) +6, Knowledge (religion) +12, Linguistics +6, Perception +20, Sense Motive +14, Spellcraft +10, Stealth +8, Survival +7 (+9 to avoid becoming lost); Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Celestial, Common, Halfling, Infernal, Kelish, Varisian
SQ agile feet (10/day), blessing of the harrow, elysium's call
Combat Gear
cold iron arrows (50),
fortunate charm,
lesser ectoplasmic metamagic rod,
lesser extend metamagic rod,
lesser piercing metamagic rod,
pearl of power (2nd level),
potion of cure light wounds,
potion of invisibility,
potion of remove blindness/deafness,
scroll of breath of life,
scroll of comprehend languages x2,
scroll of diagnose disease,
scroll of identify,
scroll of neutralize poison,
scroll of protection from evil x2,
scroll of remove blindness/deafness,
scroll of remove curse,
scroll of remove disease,
scroll of remove fear,
scroll of remove paralysis,
scroll of restoration,
scroll of restoration (the expensive one),
wand of cure light wounds (28 charges),
wand of endure elements (50 charges),
acid,
alchemist's fire,
antiplague (2),
antitoxin (2),
holy water (4),
weapon blanch (silver);
Other Gear +1 mithral chain shirt, arrows (20), dagger, darkwood shortbow, belt of mighty constitution +2, boots of the cat, cloak of resistance +3, eyes of the eagle, first aid gloves, handy haversack, headband of inspired wisdom +6, immovable rod, ring of protection +1, wayfinder, 1,100 gp worth of diamond dust, bedroll, courtier's outfit, halfling trail rations (6), jewelry, masterwork tool, sack, silk rope (50 ft.), tindertwig, wooden holy symbol of Sinashakti, wooden holy symbol of Sinashakti, wrist sheath, spring loaded, 2,317 gp, 1 sp, 9 cp
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Special Abilities
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Agile Feet (10/day) (Su) For 1 rd, you ignore difficult terrain.
Blessing of the Harrow (Su) 10 min, grant self and allies +1 insight bonus to a random type of roll for 24 hr.
Caravan Bond (18 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 18 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Azata (Good)) Cleric (Varisian Pilgrim) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 6d6 (5/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dimensional Hop (22 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Elysium's Call (5 rounds, 10/day) (Su) Elysium’s Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Lucky Halfling (1/day) Roll a save vs. an attack affecting an ally in 30 ft. They may use either result.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Selective Channeling Exclude targets from the area of your Channel Energy.
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PFS scenarios played:
---: First Steps Part 1: In Service to Lore
---: First Steps Part 2: Delve the Dungeon Deep
0-03: Murder on the Silken Caravan
0-20: King Xeros of Old Azlant
0-27: Our Lady of Silver [GM Credit]
0-39: Citadel of Flame
1-08: Slave Pits of Absalom [GM Credit]
2-14: The Chasm of Screams
2-18: The Forbidden Furnace of Forgotten Koor
2-19: Shades of Ice Part 3 [GM Credit]
2-20: Wrath of the Accursed
3-04: The Kortos Envoy
3-05: Tide of Twilight
3-06: Song of the Sea Witch
3-09: Quest for Perfection, Part 1: The Edge of Heaven [GM Credit]
3-15: The Haunting of Hinojai
3-25: Storming the Diamond Gate
4-09: The Blakros Matrimony [GM Credit]
4-18: The Veteran's Vault [GM Credit]
4-19: The Night March of Kalkamedes
5-10: Where Mammoths Dare Not Tread
5-13: Weapon in the Rift
5-17: Fate of the Fiend
5-99: The Paths We Choose
6-07: Valley of Veiled Flame
6-13: Of Kiren and Kraken
6-23: The Darkest Abduction
7-00: The Sky Key Solution
7-11: Ancient's Anguish [GM Credit]
-Fangwood Keep
One of my Restoration scrolls is the Expensive Kind (the 1K gold one).